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Bubberstation/code/modules/assembly/mousetrap.dm
SkyratBot 3fa98bd2cc [MIRROR] Adds UPSIDE_DOWN movetype for negative gravity / makes Atrocinator affected by less things [MDB IGNORE] (#25155)
* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things (#79785)

## About The Pull Request

Fixes #79764

I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on
Atrocinator users and calling it a day, but like, that didn't feel
proper.

So I thought hey, we could just give them the flying movetype, even
though they technically aren't flying it means they're unaffected by
things that flying would make you unaffected by.

Nope, this means the mob technically "negates gravity", so no falling
and no feetsteps.

Let's try floating - this give us feetsteps but no falling upwards.

So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I
decided to go for the more complex route of just adding a movetype.

Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would
be "floating" above the ground, but still walking. ...Negative gravity.

This means overall the Atrociator acts more as you'd expect - you don't
slip on ice, you don't trigger bear traps or mouse traps, you can walk
over railings, unaffected by conveyor belts, etc.

## Why It's Good For The Game

Makes the Atrocinator a lot more consistent with how you'd expect for it
to work.

Admittedly it is a bit niche use of movetypes, but it can possibly be
expanded to more things in the future, who knows? I applied it to mobs
on meat spikes (even though they don't move), just for proof of concept.

## Changelog

🆑 Melbert
fix: Atrocinating mobs will now behave more as you'd expect. Meaning
they don't slip on wet patches, can't trigger bear traps / landmines /
mouse traps, ignore conveyors, and can walk over tables and railings.
fix: Floating mobs are unaffected by conveyor belts, acid (on the
ground), glass tables
fix: Floating mobs won't squish stuff like roaches anymore
fix: Fixes bear traps triggering on floating / flying mobs
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-11-20 17:10:59 -05:00

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/obj/item/assembly/mousetrap
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
inhand_icon_state = "mousetrap"
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT)
attachable = TRUE
var/armed = FALSE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/obj/item/host = null
var/turf/host_turf = null
/**
* update_host: automatically setup host and host_turf
*
* Arguments:
* * force: Re-register signals even if the host or loc is unchanged
*/
/obj/item/assembly/mousetrap/proc/update_host(force = FALSE)
var/obj/item/newhost
// Pick the first valid object in this list:
// Wiring datum's owner
// assembly holder's attached object
// assembly holder itself
// us
newhost = connected?.holder || holder?.master || holder || src
// ok look
// previously this wasn't working and thus no concern, but I made mousetraps work with wires
// specifically in step-on-the-mousetrap mode, ie, when you enter its turf
// and as a consequence, you can put a mousetrap in door wires and it will be set off
// the first time someone walks through a door (enters the door's loc)
// that's an interesting mechanic (bolt open a door for example) but it's not appropriate for a mousetrap
// similarly if used on say an apc's wires it would go into effect when someone walked by it. Not appropriate.
// other assemblies could be made to do something similar instead.
// mousetrap assemblies will still receive on-found notifications when you open a wiring panel
// and (whether reasonable or not) mousetraps that do this do still trigger wires
// the point is for now step-on-mousetrap mode should only work on items
// maybe it should never have been an assembly in the first place.
// tl;dr only trigger step-on mode if the host is an item
if(!istype(newhost,/obj/item))
if(host)
UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
host = src
if(isturf(host_turf))
UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
host_turf = null
return
// If host changed
if((newhost != host) || force)
if(host)
UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
host = newhost
RegisterSignal(host,COMSIG_MOVABLE_MOVED, PROC_REF(holder_movement))
// If host moved
if((host_turf != host.loc) || force)
if(isturf(host_turf))
UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
host_turf = null
if(isturf(host.loc))
host_turf = host.loc
RegisterSignal(host_turf,COMSIG_ATOM_ENTERED, PROC_REF(on_entered))
else
host_turf = null
/obj/item/assembly/mousetrap/holder_movement()
. = ..()
update_host()
/obj/item/assembly/mousetrap/Initialize(mapload)
. = ..()
update_host(force = TRUE)
/obj/item/assembly/mousetrap/examine(mob/user)
. = ..()
. += span_notice("The pressure plate is [armed?"primed":"safe"].")
/obj/item/assembly/mousetrap/activate()
if(..())
armed = !armed
if(!armed)
if(ishuman(usr))
var/mob/living/carbon/human/user = usr
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, span_warning("Your hand slips, setting off the trigger!"))
pulse()
update_appearance()
playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
/obj/item/assembly/mousetrap/update_icon_state()
icon_state = "mousetrap[armed ? "armed" : ""]"
return ..()
/obj/item/assembly/mousetrap/update_icon(updates=ALL)
. = ..()
holder?.update_icon(updates)
/obj/item/assembly/mousetrap/on_attach()
. = ..()
update_host()
/obj/item/assembly/mousetrap/on_detach()
. = ..()
update_host()
/obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
if(!armed)
return
armed = FALSE // moved to the top because you could trigger it more than once under some circumstances
update_appearance()
var/obj/item/bodypart/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/victim = target
if(HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
pulse()
return FALSE
switch(type)
if("feet")
if(!victim.shoes)
affecting = victim.get_bodypart(pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
victim.Paralyze(60)
else
to_chat(victim, span_notice("Your [victim.shoes] protects you from [src]."))
if(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND)
if(!victim.gloves)
affecting = victim.get_bodypart(type)
victim.Stun(60)
else
to_chat(victim, span_notice("Your [victim.gloves] protects you from [src]."))
if(affecting)
if(affecting.receive_damage(1, 0))
victim.update_damage_overlays()
else if(ismouse(target))
var/mob/living/basic/mouse/splatted = target
visible_message(span_boldannounce("SPLAT!"))
splatted.splat() // mousetraps are instadeath for mice
else if(isregalrat(target))
visible_message(span_boldannounce("Skreeeee!")) //He's simply too large to be affected by a tiny mouse trap.
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
pulse()
/**
* clumsy_check: Sets off the mousetrap if handled by a clown (with some probability)
*
* Arguments:
* * user: The mob handling the trap
*/
/obj/item/assembly/mousetrap/proc/clumsy_check(mob/living/carbon/human/user)
if(!armed)
return FALSE
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
var/which_hand = BODY_ZONE_PRECISE_L_HAND
if(!(user.active_hand_index % 2))
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message(span_warning("[user] accidentally sets off [src], breaking their fingers."), \
span_warning("You accidentally trigger [src]!"))
return TRUE
return FALSE
/obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
if(!armed)
to_chat(user, span_notice("You arm [src]."))
else
if(clumsy_check(user))
return
to_chat(user, span_notice("You disarm [src]."))
armed = !armed
update_appearance()
playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
// Clumsy check only
/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user, list/modifiers)
if(clumsy_check(user))
return
return ..()
/obj/item/assembly/mousetrap/proc/on_entered(datum/source, atom/movable/AM as mob|obj)
SIGNAL_HANDLER
if(armed)
if(ismob(AM))
var/mob/MM = AM
if(!(MM.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.move_intent == MOVE_INTENT_RUN)
INVOKE_ASYNC(src, PROC_REF(triggered), H)
H.visible_message(span_warning("[H] accidentally steps on [src]."), \
span_warning("You accidentally step on [src]"))
else if(ismouse(MM) || isregalrat(MM))
INVOKE_ASYNC(src, PROC_REF(triggered), MM)
else if(AM.density) // For mousetrap grenades, set off by anything heavy
INVOKE_ASYNC(src, PROC_REF(triggered), AM)
/obj/item/assembly/mousetrap/on_found(mob/finder)
if(armed)
if(finder)
finder.visible_message(span_warning("[finder] accidentally sets off [src], breaking their fingers."), \
span_warning("You accidentally trigger [src]!"))
triggered(finder, (finder.active_hand_index % 2 == 0) ? BODY_ZONE_PRECISE_R_HAND : BODY_ZONE_PRECISE_L_HAND)
return TRUE //end the search!
else
visible_message(span_warning("[src] snaps shut!"))
triggered(loc)
return FALSE
return FALSE
/obj/item/assembly/mousetrap/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(!armed)
return ..()
visible_message(span_warning("[src] is triggered by [AM]."))
triggered(null)
/obj/item/assembly/mousetrap/Destroy()
if(host)
UnregisterSignal(host,COMSIG_MOVABLE_MOVED)
host = null
if(isturf(host_turf))
UnregisterSignal(host_turf,COMSIG_ATOM_ENTERED)
host_turf = null
return ..()
/obj/item/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = TRUE